NMCKE
NMCKE
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- NMCKE
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I'll like to add that every survivor should be hooked in order for this to activate, which is 4 hooks. After the killer hooks everyone, they need to get a total of 6 hooks before they can start to mori survivors.
If this is base, what about Devour Hope, Rancor, and Mori Offerings?
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Decisive Strike
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Deliverance
Nuff Said
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i run a program called orochi-ceg when i play cause my frames suck for some games.
Well, if it manipulates game files, you can get banned, but the developers won't hunt you down because that's a EAC thing.
However, if it doesn't manipulate game files, you should be fine as long as you're not getting a competitive advantage.
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@NoShinyPony said:
https://forum.deadbydaylight.com/en/discussion/comment/565818#Comment_565818
But the question is: How should the devs be able to detect whether it was a game crash or somebody intentionally ending the game (as long as the player doesn't leave via the menu)?
If our human body can warn us that something is wrong with us, then the game should know there is something wrong with itself. For example, there's still a bug that kicks everyone from the game when the killer M1 someone.
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I’ve got some concerns about the new disconnect punishment system, mainly if the system can recognise whether the disconnect was on purpose or your game crashing.
It's unlikely for crashes because it's the game's fault.
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@se05239 said:
Aww yeah, let's promote gen-rushing even more.
It actually doesn't, read @Gcarrara's comment for extra clarification because this is how WGLF will work. :)
@Gcarrara said:
@Entità Just to be sure i'm understanding this right, and to better clarify:
Your idea makes it so only the first of each mentioned action will give a token to a survivor right?
So if as a survivor i do 4 gens, i only get 1 token for the first gen i did, right?
Because if so it would actually push every survivor to go out of the way to atleast cleanse a totem, do 1 heal, and get 1 safe rescue since it's the only way to get all 4 tokens. Did i get this right or it doesn't matter and they can do one action multiple time to get all token?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/565380#Comment_565380
It used to never effect chests (or effected them so little that there was no real difference). They changed it however after an event. Luck now effects chests, increasing rare item yield from chests, and certain luck thresholds will make it impossible to get items of poorer quality.
So, luck impacts chests now?
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Wait, this is my thread? Just wondering because I couldn't upvote it. 😂
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@TheGameZpro3 said:
This heavily applies the fact that the cosmetics for the 4 original survivors are also coming, so as someone who plays Dwight, and favorite L4D character of all time is Elis, WOOHOO!!!!
What about Coah? :(
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I'm excited! :)
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@DarkGGhost said:
https://forum.deadbydaylight.com/en/discussion/comment/564583#Comment_564583
But the one side has 4 players and the other 1 and as the killer, you need more points by doing this they small % of killers the play for blood point will stop. As survivors is easy to "win" and have fun and now you get the same point as a killer even tho you are 1/4 of him ?
Here's why survivors need more Bloodpoints: Quote from a thread.
I don't use BPS as a survivor because you hardly get anything from it, especially when you have to fight for generator points and safe unhook points amongst your team. Furthermore, sometimes you can't go for unhooks or generators because of your team's decisions, which means you other BP categories are going to be really underwhelming.
Honestly, you're just better off playing killer during the double bloodpoint event in my opinion. Not only do they gain more BP consistently, but BBQ stacks is more consistent than WGLF stacks because you're almost always guaranteed to hook a few survivors. On the other hand, WGLF is only for altruistic survivors, and if you're forced to do generators because your team is always going for hook saves, it's a dead perk (not like it does anything anyways). Even if you can get a safe unhook, it's unlikely you'll get 4 safe unhooks and/or 4 protection hits within a single game.
I know this sounds like a rant in a way, but survivors really do get the short end of the stick when it comes to earning BP. I'd like to see all categories get BP buffs in my opinion, but hey, that's just me. 🤷♂️
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It's okay, I'm guilty of that too. :)
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Is it possible to change it so it isn't so abusable? At the moment most survivors I play against run it and they use it in the way different then intended.
Use Make Your Choice because when the unhooked survivor gets rescued, Make Your Choice starts a 60 second timer similar to Decisive Strike. If your Make Your Choice timer expires, then it's safe to pick up the unhooked survivor because their Decisive Strike would've expired as well. I use it on my Nurse a lot because I know when exactly to pick them up. 😊
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@Entità said:
Are snares and fake pallets considered "traps", for the purpose of Small Game?
They said "Yes" in the stream. :)
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Question is at the bottom
Survivors have the following ways to Wake Up: 4 Options
- Dream Object (+30 Seconds)
- Failing Skill Checks (Regression and gives away your position)
- Awake Survivors (Need to find someone and it gets slower)
- Adrenaline (Complete your Objective)
Freddy has the following ways to Sleep survivors: 3 Options
- Attacks (Instant, but you can only affect one survivor at a time)
- Passive Ability (60/90 Seconds Base)
- Ultra Rare Add-ons (Expensive)
Do you plan on removing one of the survivors' ways of waking up? Preferably, I'd like to see their number 2 get removed.
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@NoShinyPony said:
Please no VFX that becomes worse the more you bleed out. I absolutely don't like it when my screen is covered with effects.
It's not going to be that bad, just something like old BT where your screen gets drained of color. :)
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When a survivor DCs because of my Nurse. I feel really bad about it to be honest. :(
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@[Deleted User] said:
Built-in Unbreakable with unlimited uses? Oof.
I like the auto recover idea though, but I still think it should cap out at 95% and not have built-in Unbreakable.
If you can fully recover, you'll stop recovering at 99% and you'll also receive a button to recover to the injured state.
Edit: Where did you get infinite Unbreakable at? 😔
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Story Time
Last year, I was driving down a side road because it was a much faster route. Well, I was approaching a stop sign, and for some reason my breaks weren't working. As an inexperienced driver (just got my permit), I started to panic and I told my mother that I can't stop the car. We went into the 3 way junction and my mother grabbed the wheel, turning us away from the ditch I was about to hit. Then the breaks suddenly worked, and we both took a deep breath, knowing how lucky we were to not be involved in an accident.
Guess what? Later I found out that I was using the breaks, and the gas at the same time. No wonder the vehicle wouldn't stop.
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Fun fact, France also celebrates Independence day! I think theirs is on the 14th of July. :)
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My only gripe is that survivors have too many ways to wake up.
- Dream Object
- Failing Skill Checks
- Awake Teammate
- Adrenaline
It doesn't matter if Freddy has a variety of traps that he can use on asleep survivors because if everyone is always awake, they aren't affected by them.
Perhaps remove number 2 from the equation, and we'll see survivors wasting more time waking up. It's basically a persudo action speed penalty because they are wasting time waking up.
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Oh, after you been a forum member for a while, that won't happen anymore. :)
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I don't like the downvote button that much because if you disagree with something, then just upvote the person who said what you was going to say. If you can't type out a reason, then that's okay, someone will eventually bet you to it.
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@KillermainBTWm8 said:
This is a problem with every game on Xbox wish I understood why tho
Yes, I'm not alone, but I wished we knew why 200MB updates = 6.2GB updates for Microsoft.
Also, @Doc_W__HOLLIDAY have you experienced this? I sent you a message on XB1 if you don't get this.
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@lostandelirious said:
Isnt it always vastly over sized for the Xbox? Normally it gets fixed but never initially.
If so, why would Microsoft make oversized updates?
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@Andreyu44 said:
https://forum.deadbydaylight.com/en/discussion/comment/560577#Comment_560577
Thats what I thought .
Prior to this patch ,Ive faced an huntress and her lullaby wasnt directional.
A super unfun match cause the hitboxes are still broken and you couldnt understand where she was coming from which is a problem for a killer that can snipe you.
I hoped this problem would have been fixed soon...
What is the point of the lullaby if it isnt directional?
The Huntress has 2 warnings.
The Lullaby tells you she's near, and the TR tells you she's close.
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@Orion said:
It was about 200 MB for me. You must've had some corrupted files.
I don't think that's possible on console because I never mess around with the files, not like we can in the first place.
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On PS4 it takes 300 mb but my brother on XBOX1 has to download 6.4 gb. Is this a glitch?
Yeah man, just got a 6.2GB update for a minor update, it's ridiculous! :(
Prologue The update size is getting ridiculous because what you see below: -
@BismarckCane said:
There may be content for future work being added that is not active or in use yet, Freddy rework, map design or even dedicated server code. Not everything is actually in the patch notes.
Then they should mention something about it, so I know to expect a huge update. They don't have to be specific, just something like, "There are other classified things within this update that will prepare future updates."
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@Bongbingbing said:
From what I can tell Chase music is louder
The chase music is such a handicap on the killer now. :(
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@se05239 said:
Please not another band-aid perk..
This is not a band-aid because I actually want perks that discourage camping and tunneling. If you really want some of these perks built-in to the killer's base then tell me because I'd love to hear what you're think.
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Some people downvoted just to downvote sometimes, it was ridiculous.
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@LordGlint said:
5% is actually alot, lol
Yes, I know how strong a 5% haste effect is, but it's for a good cause since the survivor team won't get camped.
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@NightmareReborn said:
https://forum.deadbydaylight.com/en/discussion/comment/560062#Comment_560062
The Xenomorph? Tbh, I'd pay a good price for a Xenomorph killer.
Yes, I knew it started with a "X" but I wasn't sure how to spell it.
If it was to be a feature in DBD, I'd like it to have a power that involves more hiding on the survivors' side. Just like in the game.
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I forgot the name of it, but I'd like to see the alien from the game "Alien Isolation" come to Dead by Daylight.
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Take the charges of an item and divide it by 0.75 because you're 25% more efficient.
180 charges with 25% efficiency will be 240 charges.
Let's say you added a 30 charge add-on to your item, that's now 280 charges.
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I honestly want Freddy's power to have both Trap Pallets and Dream Snares because there isn't much of a downside to being asleep. Sure, your TR is replaced by a Lullaby and you're affected by his Traps, but that's it. Having more Dream Traps affecting you will ensure that survivors waste time to wake up.
Also, Skill Checks shouldn't wake you up if we're going to have an object in the map that automatically wakes you up. The reasoning behind it is because Freddy's chase potential is thrown down the drain if survivors are always awake AKA he needs sleeping survivors to have a strong chase potential. It doesn't matter if Freddy has 100 different Dream Traps because if they aren't asleep, it doesn't matter since awake survivors aren't affected by Dream Traps.
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I honestly want both because by the sound of it, the dream realm doesn't have much of a downside besides the TR.
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I really like these changes, Amanda will be a solid high mid-tier killer with add-ons! :)
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@darktrix said:
Since the gates often spawn close together - it's an easy matter to patrol back and forth like before and just hit people off the gate to burn up time. Blood warden and NOED is likely to become even more powerful as the smart thing would be to slug as many as you can and hook one when gates open, The timer would of expired enough to make the probability good for a 4k due to EGC. Least with no timer survivors have a chance to recover the fallen and if the killer does open a gate there is an option to immediately escape. Now you want to put even more unearned pressure on survivors for successfully completing their gens and if NOED is in play give them little time to find and destroy it.
You get a generous amount of free kills due to EGC doing the work for you (and sometimes EGC turns out to be the better killer than the killer) and you want the chance at even more.
The timer would run at 50% the normal speed and I'm debating on whether or not it should stack with downed or hooked survivors. Therefore, the timer will take 4 minutes to expire, and if it stacks with hooked/downed survivors, it will take 16 minutes to expire.
Honestly, survivors should open both Exit Gates at the same time, killers can only be at one place at a time. If the killer downs someone, they can't hook them or else the Exit Gates open.
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@KillermainBTWm8 said:
https://forum.deadbydaylight.com/en/discussion/comment/558669#Comment_558669
@NMCKE Wait is your gt the same as your forum name?
Yes, it is. :)
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@Caz2018 said:
I see where you're coming from but don't see the need for the change. If survivors power the last gen, most of the time they make for the exits, but if they don't (because they then decide to go totem hunting/chest looting, the killer can open the door to force them out. I've done this myself when playing killer.
Killer's opening doors doesn't mean they are conceding defeat (at least not all the time). I will open doors to force survivors to go if they aren't leaving of their own accord or because it can be a way to flush out those survivors who have hidden away while others have done the work.
Admittedly, there have been odd occasions where the game has gone so badly, with toxic players who think it's great to try and wind me up. In this case, I open the door and walk away, or sometimes chase them out. Had a match like this a week or two back and one player was so determined to stay and find the hatch despite being injured and the timer running that they got caught by the entity. If they'd have just left when they had the chance, they'd have got out safely.
I was so pleased when EGC came out - no more spending 20 minutes or more looking for the last player because they want to hold the game hostage. I like how it works and even though I've got caught by it myself a few times, I'm happy with the current set up and hope they leave it as it is.
Most survivors will go for the exit gates, yes you're right, but smart survivors will just 99% them to avoid the pressure the EGC creates. After survivors 99% the Exit Gates, they will likely go back to their teammates for support without no pressure from the timer. The reasoning on why I want the EGC timer to start early is because it causes pressure just being there, and survivors are prone to more mistakes if they are timed - that's why it's so important.
I've opened the Exit Gates before, but that's because it would give me more pressure if I opened them myself. For example: 3 Survivors had an active RBT on their head, and I opened the Exit Gates to make them worry about 2 timers plus I had Blood Warden. However, most killers can't without losing their pressure, and if they could do it without losing pressure, I wouldn't be making this thread tbh.
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I think Sleeping Survivors shouldn't be able to see Freddy teleporting to a generator in my opinion. Make survivors actually fear the Dream Realm. :)
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There's no XB1 players on the forums, I'm just a loner right now. If so, I would've tried to play with them! 😭
Edit: Wait, @Doc_W__HOLLIDAY is on XB1, YAY!
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@miaasma said:
yes, looping is meant to waste the killer's time, which is why looping a nurse doesn't work, because it takes her no time to hit you
not really sure why i'm wasting my time trying to explain to somebody why nurse isn't loopable when that's literally her selling point and why people play her
also enjoying the "you just don't play her" comments when nurse was the first killer i learned and one of the killers i have the most hours on. she's busted, sorry
You know why Nurse is strong? It's because survivors don't use their first line of defense, stealth and they resort to their second line of defense, looping. The clip below shows you what will happen if you don't use stealth against a Nurse AKA her counter. Btw, Nurse isn't easy mode either, especially when I'm a console Nurse main.
NMCKE playing Dead by Daylight: Special Edition. View more XboxOne clips at XboxClips.comAlso, props to the survivors in this clip, they took the loss like a champ and gave me great compliments about my Nurse! They are amazing players in my opinion. :)
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I like the idea on paper, but I don't think the developers would add a completely new mechanic just for a perk. However, that doesn't mean it could ever be implemented because it could be a base mechanic for survivors (after killers are balanced around high mid-tier).
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Her base is fine, but if we add in range or extra blinks, it can get overwhelming.
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Someone neco'd this thread :/